/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.

This file is part of Quake III Arena source code.

Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.

Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
 */


void S_Init(void);
void S_Shutdown(void);

// if origin is NULL, the sound will be dynamically sourced from the entity
void S_StartSound(vec3_t origin, int entnum, int entchannel, sfxHandle_t sfx);
void S_StartLocalSound(sfxHandle_t sfx, int channelNum);

void S_StartBackgroundTrack(const char *intro, const char *loop);
void S_StopBackgroundTrack(void);

// cinematics and voice-over-network will send raw samples
// 1.0 volume will be direct output of source samples
void S_RawSamples(int stream, int samples, int rate, int width, int channels,
        const byte *data, float volume);

// stop all sounds and the background track
void S_StopAllSounds(void);

// all continuous looping sounds must be added before calling S_Update
void S_ClearLoopingSounds(qboolean killall);
void S_AddLoopingSound(int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx);
void S_AddRealLoopingSound(int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx);
void S_StopLoopingSound(int entityNum);

// recompute the reletive volumes for all running sounds
// reletive to the given entityNum / orientation
void S_Respatialize(int entityNum, const vec3_t origin, vec3_t axis[3], int inwater);

// let the sound system know where an entity currently is
void S_UpdateEntityPosition(int entityNum, const vec3_t origin);

void S_Update(void);

void S_DisableSounds(void);

void S_BeginRegistration(void);

// RegisterSound will allways return a valid sample, even if it
// has to create a placeholder.  This prevents continuous filesystem
// checks for missing files
sfxHandle_t S_RegisterSound(const char *sample, qboolean compressed);

void S_DisplayFreeMemory(void);

void S_ClearSoundBuffer(void);

void SNDDMA_Activate(void);

void S_UpdateBackgroundTrack(void);


#ifdef USE_VOIP
void S_StartCapture(void);
int S_AvailableCaptureSamples(void);
void S_Capture(int samples, byte *data);
void S_StopCapture(void);
void S_MasterGain(float gain);
#endif

